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smotheredrun

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Everything posted by smotheredrun

  1. If you are using KSP 1.1.3 or earlier, the downloads will work out of the box. Practice some flights with both the Dauntless and the Super 25 (use the craft files provided in the OP under the downloads). I have always had more success than failures by following what has been put into the .PDF file that comes with the download. @Avalon304 posted a great demonstration video a few pages back. It will give you some great pointers on ascent and landing. Reentry and landing (or crashing) is always an adventure, but with practice, you'll do well. If you are using 1.2, you may have success using the current available downloads. A few of us are testing some newer versions under the direction of @Deimos Rast. It seems at least one person is having success using the current downloads, with no alterations. Try it out and if you have any suggestions or questions, please post them here. I for one would love to hear them!
  2. Hello again. Finally had a moment in my office (instead of using my phone) so here is the specific fix to the looping RCS boom animation I mentioned earlier: Credit for this fix goes to @dtoxic and @Deimos Rast Edit: Yes, it's after 3 am. KSP and the forums (with a few ounces of single malt) how I unwind after a gig
  3. @Flashblade and others. Regarding the looping legs and firespitter: The same issue was found in the Kerbin Shuttle Orbiter System thread, specifically with the Station Setvice Tug (SST) and its looping movement of the RCS Boom animation. I'm out of my office right now, but when i get back, I'll post/link that part of the discussion. The suggested fix worked, no more looping. Maybe that would help solve the blinking cockpit lights and the legs?
  4. I am able to land this shuttle fairly well. Usually close to or sometimes even on the runway
  5. @UncleCorgi that is correct. This is the current thread. The current available downloads are in the first post of this thread, right below the dependencies. Edit: I looked at your previous post regarding .90. Sorry, but I don't have a version from .90 myself.
  6. Lol we were talking about thay during testing. It seems skill is one of the most important qualities for 1.2.x . Also , I am curious, do you fly manually or with Mechjeb or Gravity Turn?
  7. Bah! Just saw this thread now. I won't be able to submit anything until this weekend. Too late for me, but still an awesome contest idea. Great work guys.
  8. @DiamondKSP52, the dev version works well in my game. Try it. Also, doing a quick search in whichever thread (mod) you are looking to update, (requires reading and or search bar use) will help you find dev versions and any other useful info. Cheers
  9. @magico13, take your time. I and many other know that it will be worth the wait. In the mean time, if I can make a suggestion to any who'll be asking "when will it be ready" questions: Play KSP. When you've launched a rocket, advance time 7 days for another small rocket launch or up to 2 - 4 months for a big launch. Not perfect, but it is a decent second while you wait for the real thing.
  10. Ok, so I noticed that when using the Station Service Tug from the KSO Station parts download, when you select in the RClick menu "Extend RCS Boom" in both the VAB/SPH and in game, it animates on a continual loop (extends, switches back to start point, extends, switches back to start point). The RCS still functions, but there is very little control available as the boom keeps extending during use. Any of you have an idea as to where in the part file to resolve this? The part's config file is called "sstugmodulekso". http://spacedock.info/mod/241/KSOS:%20Space%20Station Edit: I found these lines in the config file. Any guesses to where this may be having an issue? MODULE { name = FSanimateGeneric animationLayer = 3 animationName = Take001 startEventGUIName = Extend RCS Boom endEventGUIName = Retract RCS Boom actionGUIName = Toggle RCS Extension } MODULE { name = FSanimateGeneric moduleID = 1 animationLayer = 4 animationName = sstlights startEventGUIName = Turn on SST Spotlight endEventGUIName = Turn off SST Spotlight toggleActionName = Toggle SST Spotlight availableInEVA = True availableInVessel = True EVArange = 2 }
  11. @RA3236, not sure I follow, but I'll try to answer without speaking out of turn: As indicated above by @Deimos Rasta few of us are testing the orbiters and their respective stacks against 1.2.1. The current available 1.1.3 versions are pretty much non flyable in 1.2.1. ComNet/CommNet is not an issue at the moment. I will not speak to any progress or timetable for updates; that is not my place, as Deimos has taken the initiative and asked for some assistance, which is being happily provided. As he mentioned above, testing continues and casualties are within acceptable limits. We are testing specific parts/scenarios/etc regarding these orbiters. The station parts "might" work. I have not individually tested them. They do work as dead weight payloads, I can confirm that much from using them for that purpose. As mentioned earlier by Avalon, Nazari and Helldriver, work continues on the EX shuttle. I will also not comment or speculate on progress or timetables regarding that version as it is not a project in which I am involved.
  12. The Dauntless has fuel in its wings by design. Avalon pretty much nailed it a page ago regarding the use of FAR, which is incompatible with the KSO and Super 25. The Dauntless in 1.1.3 flies well on reentry, even with fuel in the wings, but to paraphrase you, the less fuel you have the better.
  13. Thinking this thread has gone off the rails a bit.....
  14. @renejant I made the change for that part as you suggested and it works for me. @SpeedyB, so far I have found no issues in 1.2.1 with this mod. I will be done testing another mod in the next week or so ("SoonTM"). When I have finished with that one, is there anything you'd like me to test with this mod?
  15. Lol, some mod creators don't post for months, and those mods still are around, like the Hex Truss System for one.
  16. I still have no issues to report with this mod in 1.2.x...... anyone else?
  17. I downloaded it, but am unable to test at the moment. There may SoonTM be some time for me to test.
  18. So, using the current ring hub and not the full one, I have a couple "things": I cannot get it to constantly rotate, I have to hold down one of the arrows in IR window. The full ring has a right click option to "start rotation" or something. One end of the hub rotates as you'd expect. The other "back" end makes every part attached behind it rotate with the hub. The full ring does not do this. I have latest versions of IR plugin and parts (dev versions for 1.2.1). Do I need to have the IR Sequencer installed?
  19. Groovy. I'll have some time tonight maybe to goof around with it and or the Hermes.... My daughter comes home tonight so we may end up just making stuff that deliberately goes boom in KSP
  20. I have found that using the 2 tailplane rudders as airbrakes tends to lead to dead Kerbals. I think the inner flaps you mentioned should be used as actual flaps (to increase lift and therefore stability/control at low speeds), if there is a way to make them work in that manner however, I don't know.... I could barely get the exploding bananas to have the explosive radius I wanted back in QBasic days. lol.. I play that regularly too, I've been strapping the ejection modules from the mod @linuxgurugamer et al. have been working on to assist with Kerbal survival rates.
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